#ifndef ZS_PLAYER_H
#define ZS_PLAYER_H

#include <nel/net/unified_network.h>
#include <nel/net/login_server.h>
#include <game_share/game_def.h>
#include <game_share/object_pool.h>
#include <server_share/record_player.h>
#include <server_share/record_mission.h>

namespace ZS
{
	class CPlayer
	{
	public:
		CPlayer() : conFES(NLNET::TServiceId::InvalidId), state(DEF::PLAYER_STATE_INIT)
			 { }


		NLNET::TServiceId	conFES;
		uint8				state;

		// temp from EGS
		DB_RECORD::CRecordPlayer                    RecordPlayer;
		std::vector<DB_RECORD::CRecordMission>      RecordMission;

		DEF::UID    getID()
		{
			return RecordPlayer.uid;
		}

		ucstring    getName()
		{
			return RecordPlayer.name;
		}


		void reset()
		{
			conFES = NLNET::TServiceId::InvalidId;
			state=DEF::PLAYER_STATE_INIT; 
		}
	};
}
#endif		//	ZS_PLAYER_H









